/*1942 game clone
 * Authors:
 * Abdollah Tabareh
 * Bharat Bhushan Konka
 * Martin Svensson 
 * Richard Zianne
 * Tigran Harutyunyan
 * 
 * 2010
*/

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace Game1942
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        StartScene startScene;
        Scene currentScene;
        GameScene gameScene;
        ScoreScene scoreScene;
        Texture2D sprites;
        SpriteFont fonts;
        // Audio 
        SoundEffect explosion;
        Song startMusic;
        Song backMusic;
        SoundEffect bulletFire;

         
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Services.AddService(typeof(SpriteBatch), spriteBatch);
            //Services.AddService(typeof(ContentManager), Content);
            sprites = Content.Load<Texture2D>("1945");
            fonts = Content.Load<SpriteFont>("fonts");
            //Loading Audio 
            explosion = Content.Load<SoundEffect>("Explosion_Large_SE");
            startMusic = Content.Load<Song>("1942StartSceneMusic");
            backMusic = Content.Load<Song>("1942ActionSceneMusic");
            bulletFire = Content.Load<SoundEffect>("Gunshot_Bang");


            startScene = new StartScene(this, sprites);
            scoreScene = new ScoreScene(this, sprites, fonts);
            gameScene = new GameScene(this, sprites, fonts,explosion,bulletFire);
            currentScene = startScene;
            MediaPlayer.Play(startMusic);
            // TODO: use this.Content to load your game content here

           

        
        
        
        
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
           
            
            // TODO: Add your update logic here
            currentScene.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(new Color(0,67,171)); //Ugly hat to set backgrond color to backgroung in spriteset
            currentScene.Draw(gameTime);
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }

        public void SetCurrentScene(GameScenes sceneNumber)
        {
            if (sceneNumber == GameScenes.StartScene)
            {
                currentScene = startScene;
                MediaPlayer.Play(startMusic);
               // MediaPlayer.Stop(backMusic);
                return;
            }
            if (sceneNumber == GameScenes.GameScene)
            {
                currentScene = gameScene;
                MediaPlayer.Play(backMusic);
                //MediaPlayer.Stop(startMusic);
                gameScene.Reset();
                return;
            }
            if (sceneNumber == GameScenes.ScoreScene)
            {
                currentScene = scoreScene;
                return;
            }
        }
    }
}
